btStridingMeshInterface.h

/*Bullet Continuous Collision Detection and Physics LibraryCopyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/This software is provided 'as-is', without any express or implied warranty.In no event will the authors be held liable for any damages arising from the use of this software.Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.3. This notice may not be removed or altered from any source distribution.*/#ifndef STRIDING_MESHINTERFACE_H#define STRIDING_MESHINTERFACE_H#include "LinearMath/btVector3.h"#include "btTriangleCallback.h"/// PHY_ScalarType enumerates possible scalar types./// See the btStridingMeshInterface for its usetypedefenum PHY_ScalarType {
PHY_FLOAT,
PHY_DOUBLE,
PHY_INTEGER,
PHY_SHORT,
PHY_FIXEDPOINT88
} PHY_ScalarType;
/// The btStridingMeshInterface is the interface class for high performance generic access to triangle meshes, used in combination with btBvhTriangleMeshShape and some other collision shapes./// Using index striding of 3*sizeof(integer) it can use triangle arrays, using index striding of 1*sizeof(integer) it can handle triangle strips./// It allows for sharing graphics and collision meshes. Also it provides locking/unlocking of graphics meshes that are in gpu memory.00035class btStridingMeshInterface
{
protected:
btVector3 m_scaling;
public:
btStridingMeshInterface() :m_scaling(btScalar(1.),btScalar(1.),btScalar(1.))
{
}
virtual ~btStridingMeshInterface();
virtualvoidInternalProcessAllTriangles(btInternalTriangleIndexCallback* callback,constbtVector3& aabbMin,constbtVector3& aabbMax) const;
///brute force method to calculate aabbvoidcalculateAabbBruteForce(btVector3& aabbMin,btVector3& aabbMax);
/// get read and write access to a subpart of a triangle mesh /// this subpart has a continuous array of vertices and indices /// in this way the mesh can be handled as chunks of memory with striding /// very similar to OpenGL vertexarray support /// make a call to unLockVertexBase when the read and write access is finished virtualvoidgetLockedVertexIndexBase(unsignedchar **vertexbase, int& numverts,PHY_ScalarType& type, int& stride,unsignedchar **indexbase,int & indexstride,int& numfaces,PHY_ScalarType& indicestype,int subpart=0)=0;
virtualvoid getLockedReadOnlyVertexIndexBase(constunsignedchar **vertexbase, int& numverts,PHY_ScalarType& type, int& stride,constunsignedchar **indexbase,int & indexstride,int& numfaces,PHY_ScalarType& indicestype,int subpart=0) const=0;
/// unLockVertexBase finishes the access to a subpart of the triangle mesh /// make a call to unLockVertexBase when the read and write access (using getLockedVertexIndexBase) is finishedvirtualvoidunLockVertexBase(int subpart)=0;
virtualvoid unLockReadOnlyVertexBase(int subpart) const=0;
/// getNumSubParts returns the number of seperate subparts /// each subpart has a continuous array of vertices and indicesvirtualintgetNumSubParts() const=0;
virtualvoid preallocateVertices(int numverts)=0;
virtualvoid preallocateIndices(int numindices)=0;
virtualbool hasPremadeAabb() const { returnfalse; }
virtualvoid setPremadeAabb(constbtVector3& aabbMin, constbtVector3& aabbMax ) const {}
virtualvoid getPremadeAabb(btVector3* aabbMin, btVector3* aabbMax ) const {}
constbtVector3& getScaling() const {
return m_scaling;
}
void setScaling(constbtVector3& scaling)
{
m_scaling = scaling;
}
};
#endif //STRIDING_MESHINTERFACE_H